// Transform from the 'light camera' EC to the real camera EC
uniform mat4 toCameraEC;
varying vec3 ec;
varying vec3 normal;

void main()
{	
	vec4 temp = gl_Vertex; // * gl_ModelViewMatrix;
	temp *= toCameraEC;
	ec = temp.xyz;
	normal = gl_NormalMatrix * gl_Normal;
	gl_Position = ftransform();		
}
